Category Archives: Cloud gaming

Interviewing operators on sentiments towards current and future mobile data monetisation and service bundling

Reference: Analysis, 2022

Tefficient conducted a series of one-to-one interviews with operator executives from various global markets to gain insights into their perspectives on mobile data monetisation and service bundling models, with a focus on current and future trends.

The interviews delved into topics such as the sufficiency of current bucket and unlimited tiered mobile data propositions, the pricing of 5G, the success of speed tiering, and how content bundling can help operators. Experiences from hard bundling, soft bundling (with choice), add-on sales and content aggregation were discussed. Additionally, the interviews explored how operators can design their propositions in a QoE and slicing future where tiering is not limited to volume, speed, and content.

Continue reading Interviewing operators on sentiments towards current and future mobile data monetisation and service bundling

Cloud gaming: Operator propositions + monetisation analysis

Gaming is a multi-billion dollar business – but operators have not really aimed to monetise it. Until now. Cloud gaming relies on a network’s ability to deliver a stable throughput and a low and stable latency. Gaming devices no longer need to have muscles; the rendering happens in powerful cloud servers. With cloud gaming, operators have the possibility to be relevant for gamers; operators can use network features to control and improve the gaming experience. Perhaps operators can even sell cloud gaming with differentiated experience tiers?

Softbank’s cloud gaming proposition, GeForce NOW Powered by Softbank, in Japan
Continue reading Cloud gaming: Operator propositions + monetisation analysis

Cloud gaming and immersive video in a 5G perspective

Which cloud gaming and immersive video propositions are leading operators offering their 5G customers? How have operators gone about it; partnering with global brands, integrating a white label product – or even building it on their own?

KT 모델들이 14일부터 통신사에 관계 없이 110종의 게임을 마음껏 즐길 수 있는 구독형 스트리밍 게임 서비스 ‘게임박스’를 소개하고 있다. https://corp.kt.com/html/promote/news/report_detail.html?datNo=15881
KT celebrating 40k GameBox customers one month after launch

What about exclusivity? Can anyone buy or is it just for connectivity customers? Even for 5G customers only? Or have operators made the cloud gaming/immersive video service inclusive? If so, on an all plans or just on the more premium plans?

In this project we summarised and categorised all propositions in leading 5G markets globally and could spot some global trends.

Commissioned by an operator group.